示例#1
0
        public Entity DetachEye()
        {
            JointMap2D jointMap = eye.FindComponent <JointMap2D>();

            jointMap.ClearJoints();
            Entity lostEye = eye;

            animState = EyeAnimationState.None;
            eye       = null;
            lostEye.FindComponent <EyeController>().Detach();
            return(lostEye);
        }
示例#2
0
 private void TurnLeft()
 {
     if (HasEye() && animState != EyeAnimationState.Left)
     {
         Animation2D eyeAnimation = eye.FindComponent <Animation2D>();
         Transform2D eyeTransform = eye.FindComponent <Transform2D>();
         eyeAnimation.CurrentAnimation = Game.ANIMATION_TURNING;
         eyeTransform.Effect           = SpriteEffects.None;
         eyeAnimation.Play();
         eyeTransform.X -= 10;
         animState       = EyeAnimationState.Left;
     }
 }
示例#3
0
 private void TurnRight()
 {
     if (HasEye() && animState != EyeAnimationState.Right)
     {
         Animation2D eyeAnimation = eye.FindComponent <Animation2D>();
         Transform2D eyeTransform = eye.FindComponent <Transform2D>();
         eyeTransform.X += 10;
         eyeAnimation.CurrentAnimation = Game.ANIMATION_TURNING;
         eyeTransform.Effect           = SpriteEffects.FlipHorizontally;
         eyeAnimation.Play();
         animState = EyeAnimationState.Right;
     }
 }
示例#4
0
        protected override void Initialize()
        {
            base.Initialize();

            soundManager    = EntityManager.Find("soundManager").FindComponent <SoundManager>();
            vm              = WaveServices.ViewportManager;
            collidingBodies = new HashSet <RigidBody2D>();


            input        = WaveServices.Input;
            controls     = KeyboardControls.GetPlayerControls(index);
            initPosition = Transform2D.Position;

            RigidBody.OnPhysic2DCollision  += OnPlayerCollision;
            RigidBody.OnPhysic2DSeparation += OnPlayerSeparation;
            animState                  = EyeAnimationState.None;
            playerAnimState            = PlayerAnimationState.SmallWalking;
            Animation.CurrentAnimation = Game.PLAYER_SMALL_WALKING;
            Animation.Play(true);
            isMoving = false;
        }